On Windows64 with KBM, moving the mouse over empty space (outside any
button) would clear the Iggy focus entirely. After that, pressing arrow
keys did nothing because Flash had no starting element to navigate from.
Two changes here:
- Don't set focus to IGGY_FOCUS_NULL when the mouse hovers over empty
space. The previous hover target stays focused, so switching back to
arrows keeps working seamlessly.
- When a navigation key is pressed and nothing is focused at all (e.g.
mouse was already on empty space when the menu opened), grab the first
focusable element instead of silently dropping the input. The keypress
is consumed to avoid jumping two elements at once.
This makes mixed mouse+keyboard navigation feel a lot more natural.
You can point at a button, then continue with arrows, or just start
pressing arrows right away without having to hover first.
The direct text editing mode introduced for KBM users had several
issues with the TextInput control's caret (blinking cursor) and text
manipulation:
1. Caret visible when not editing:
When navigating to the world name field with keyboard/mouse, Flash's
Iggy focus system would show the blinking caret even though the field
wasn't active for editing yet (Enter not pressed). This was misleading
since typing had no effect in that state.
Fix: access the FJ_TextInput's internal m_mcCaret MovieClip and
force its visibility based on editing state. This is enforced every
tick because setLabel() and Flash focus transitions continuously
reset the caret state.
2. No cursor movement during editing:
The direct edit implementation treated the text as a simple buffer
with push_back/pop_back — there was no concept of cursor position.
Backspace only deleted from the end, and arrow keys did nothing.
Fix: track cursor position (m_iCursorPos) in C++ and use wstring
insert/erase at that position. Arrow keys (Left/Right), Home, End,
and Delete now work as expected. The visual caret position is synced
to Flash via the FJ_TextInput's SetCaretIndex method.
3. setLabel() resetting caret position:
Every call to setLabel() (when text changes) caused Flash to reset
the caret to the end of the string, making the cursor jump visually
even though the C++ position was correct.
Fix: enforce caret position via setCaretIndex every tick during
editing, so any Flash-side resets are immediately corrected.
New UIControl_TextInput API:
- setCaretVisible(bool): toggles m_mcCaret.visible in Flash
- setCaretIndex(int): calls FJ_TextInput.SetCaretIndex in Flash
The keyboard UI mode (on-screen virtual keyboard vs direct text input)
was determined by Win64_IsControllerConnected(), which checks if any
XInput controller is physically plugged in. This meant that even if
the player was actively using mouse and keyboard, the virtual keyboard
would still appear as long as a controller was connected.
Replace the connection check with g_KBMInput.IsKBMActive(), which
tracks the actual last-used input device based on per-frame input
detection. Now the keyboard mode is determined by what the player is
currently using, not what hardware happens to be plugged in.
Affected scenes: CreateWorldMenu (world naming) and LoadOrJoinMenu
(world renaming).
The native keyboard scene maintained a separate C++ buffer
(m_win64TextBuffer) for physical keyboard input, which was pushed
to the Flash text field via setLabel(). However, when the user typed
with the on-screen controller buttons, Flash updated its text field
directly through ActionScript without updating the C++ buffer.
This caused a desync: switching back to the physical keyboard would
overwrite any text entered via controller, since m_win64TextBuffer
still held the old value before the controller edits.
Fix: read the current Flash text field into m_win64TextBuffer at the
start of each tick(), before consuming new physical keyboard chars.
This ensures both input methods always operate on the same state.
* Fix world save rename not applying new name
KeyboardCompleteWorldNameCallback had no _WINDOWS64 branch, so the
typed name was validated then silently discarded on every rename attempt.
Write the new name to a worldname.txt sidecar file next to the save
(Windows64\GameHDD\{folder}\worldname.txt) and update the in-memory
display name immediately. ReadLevelNameFromSaveFile now checks for this
sidecar first so renamed saves persist correctly across restarts.
* Fixed gamertag being blank upon renaming and re-joining a save
* Save deletion fix, exiting without saving fix
* Add native in-game keyboard UI for world naming and renaming
* Code to read servers.txt
* logging (still doesnt work)
* server names load properly hooray
* remove logger as it only spews out nonsense anyways
* Do not use _countof, use sizeof(label)/sizeof(wchar_t) or make label std::array<wchar_t, 128> and call .size()
* Fix memory leak by listing info pointers
* C++ style cast (i think)
* this throws a RAV but why
* why oh why
* I just assume infos get deleted elsewhere otherwise idk why it breaks no matter what i do
* they get deleted all this time ohhhhhh
---------
Co-authored-by: Siepert123 <createlegacy69@gmail.com>
* Fix DLCs textures and crash in 720p
* Revert "Fix DLCs textures and crash in 720p"
This reverts commit 7c38605360.
* Update Durango and Windows64 DLCs Textures also fix crash in 720p
People keep going "Oh no I don't like the red WINDOWS text, oh no! I hate it!
The red windows text is the devil, it will be my undoing! Please remove the red
windows text or I shall simply perish!" And for that? Well, I have removed it. Now
you can enjoy this logo made by @wiskerdmage in the style of the existing Edition
logos. (https://github.com/smartcmd/MinecraftConsoles/pull/385#issuecomment-3996671081)
Preserve smooth row-by-row scrolling for mouse wheel input, but restore
full-page movement for controller/menu scroll actions in the creative
inventory.
Commit 3093ca3 changed page indexing to support smooth scrolling, which
caused ACTION_MENU_OTHER_STICK_UP/DOWN to advance by one row instead of
one page. Track whether the scroll action originated from the mouse
wheel and only use single-row steps in that case.
Fixes#253
* Fix: Sorted the item list in the debug overlay
* revert show all files to false
* Revert ShowAllFiles by removing it
* removed extra line
* Adressed PR review changes
* Replaced push_back with emplace_back
* Removed redundant emplace_back
Fix vector out-of-bounds crash when scrolling the potions tab in the creative inventory with Art Tools debug enabled.
- Fix getPageCount() returning total rows instead of scrollable pages in Art Tools mode
- Fix off-by-one boundary check in populateMenu() for both static and debug group loops (< should be <=)
Fixes#386
* fix saving issue & multiple username implementations
* Update README.md
Updated the method for overriding in-game username from '-name' to 'username.txt'.
* remove unused include i forgot to get rid of while testing
* Allow for loading of WAVE Audio files
* Remove usage of strcpy and use _s versions of file opening
* Update SoundEngine.cpp
---------
Co-authored-by: void_17 <61356189+void2012@users.noreply.github.com>
* now possible to accept and decline tutorial hints
that part when it asks if you want to do the tutorial (should work for when the games asks if you already know something like when opening inventories for the first time)
* Update ChoiceTask.cpp
* now able to press SPACE to continue on hints that wait for you to press A
and the hints what wait for you to move the gamepad stick now just skip instantly
* windows specific patch now
* added ifdefs to shit i did
* i think it is fixed now
---------
Co-authored-by: daoge <3523206925@qq.com>